In this article I will explain how warfare is handled in Baltic Empires, both in terms of how the battle mechanics themselves work (which is quite simple), but also the bigger economic aspects of warfare during the period (1558-1721) and how these are represented in the game.
The Powers in Baltic Empires each have access to 4 different kinds of units: Infantry, Cavalry, Fortresses, and Ships of the Line. All five Powers in the game can build these units, but each Power has a very different distribution of them in their available force pool, as well as different costs to build each of them, to represent the different military traditions and political or economic circumstances of that Power. Some Powers (and Dramatis Personae) also have additional special rules that either weaken or strengthen specific units, which will be described below.
When resolving battles between opposing units in the same province, each player simultaneously roll 1 die for each of their units, with each unit type having their own custom die, making these different unit types behave in very different ways without any complex battle resolution rules. The custom dice have the following possible outcomes, in different proportions depending on the unit type:
- HIT, eliminating 1 enemy unit
- HIT ?, eliminating 1 enemy unit unless either you or your opponent has a special rule that changes it to a MISS
- MISS, no effect
- MISS ?, no effect unless you have a special rule that changes it into a HIT
- HIT vs. Non-Fort, which is treated as a HIT if no enemy Fortress is involved in the battle and a MISS otherwise
- –1 LOSS or -2 LOSS, which reduces the losses suffered by your side by 1 or 2 respectively
Infantry units can move only 1 area during the War phase, but are essential to field if you plan to attack enemy Fortresses, and otherwise provide a cheap source of defensive units. Infantry tactics and armaments developed greatly during this period, and this is represented in the game by having several Dramatis Personae cards that increase the effectiveness of Infantry. The Swedes, with their firepower based tactics, were the forerunners in this, and thus they start the game with the ability to convert one Infantry “MISS ?” result to a “HIT” in each battle.
Cavalry units can move up to 2 areas, and this make them very flexible units that are deadly in open provinces but struggle to defeat Fortresses. During this period cavalry was generally in decline in Western Europe, but the vast distances of Eastern Europe and its lesser degree of urbanization and fortification meant that cavalry still dominated in the wars here. The famous Polish winged hussars were the epitome of this, and their dominance of the battlefield was such that Poland begins with a special rule that allow them to double the effect of one Cavalry “HIT vs. Non-Fort” result in each battle (removing two enemy units instead of just one).
Fortresses were not as prevalent in the Baltic region as elsewhere in Europe, and therefore most of the Powers only have a few of them in their force pools, and they are usually quite expensive to build (they also cannot move). However, the science of fortification building in Eastern Europe was just as advanced as in the west, and these state-of-the-art star forts proved highly resistant to attacks. This is also the case in the game, and their presence in a province make it very tough for the enemy to conquer it, although nothing is certain in war and so there is still a chance of rolling a “Miss”.
Ship of the Line units (obviously) operate at sea rather than on land, and can move up to 2 sea areas during the War phase. As with Fortresses, they tend to cost more to build, but their presence in a sea area also allows you to move your Infantry and Cavalry units across that area, and are thus essential if you wish to project your power across the Baltic Sea. The technology and training levels of the day meant that naval battles were often characterized by dramatic shifts of fortune, such as at the battle of Öland in 1676 where the Swedish flagship suddenly capsized and exploded after turning too hard against the wind at the beginning of the battle. Ship units therefore have a high chance of rolling a “Miss”, but can also roll a devastating “Hit x2”, allowing for some very dramatic naval battles.
Warfare in the early modern period was very destructive for the affected areas and population. This is represented in Baltic Empires by a simple rule in which a Workshop or City is always removed in each province containing units from more than one Power at the end of the War phase. Additionally, a player who has cleared a province of enemy units may choose to voluntarily ravage it, causing further infrastructure damage instead of taking control. This creates a historically realistic dynamic, where the valuable provinces that you fought so hard to conquer or defend often end up being a pillaged wasteland that is worth nothing if the fighting drags on over several turns, or where you launch punitive invasions of your neighbors in order to hurt them economically even if they can swiftly recover the lost provinces.
As provinces containing enemy units also don’t contribute at all during the Income phase, there is a strong incentive for players to be aggressive in order to ensure that any fighting will take place in the lands of their enemies rather than their own. This in turn creates an environment of uncertainty and mistrust among players, where everybody feels forced to build up their militaries to unsustainable levels. The crippling upkeep costs for these units may even necessitate taking out loans instead of focusing on economic development, because players fear that the cost of being unable to defend themselves will end up being even more expensive. This is all very true to the historical reality of the early modern period, and creates a lot of interesting dilemmas and tough negotiations among the players.
During the War phase, the players may spend any un-used Thalers they have saved to hire mercenaries or bribe outside powers (England, the Netherlands, the Habsburgs, and the Ottomans) to help them. By paying a Thaler a player can gain control over an independent unit on the map, and may move and fight with it as if it were their own for the duration of their turn. This neat little rule also allows Powers who are not otherwise in direct contact to mess with each other, which can add a delightful spice to the players’ options and negotiations. Prussia, itself a minor power at this time, has a special rule allowing them to control one additional independent unit for free during the War phase, and they can also add one independent unit to the map each turn, representing the network of alliances that they built up during this period to allow them to compete with the great powers.
Previous Articles:
Victory Conditions in Baltic Empires
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